Divinity: Original Sin 2

Divinity: Original Sin 2

Roach's Pet & Companion Mod - Definitive Edition
46 Comments
xXJade_AssassinXx 7 Nov, 2023 @ 5:48pm 
This mod is amazing, running it with a 6 party squad mod on multiplayer, with duplicated enemies and harder tactician mode. Tigers are my favorite so its pretty cool to have one accompany my assassin. They have different levels of power as descrip said - I recommend some of the strong companions for hard play throughs as we are running, just to avoid making things to easy and enjoying some epic RPG moments of your companin whippin arse alongise ya xD
Roach  [author] 20 Mar, 2023 @ 9:42am 
The mod is pretty old so I don't really remember @iWisd0m but it should be on the docks somewhere. (A bit of a late reply sorry :aunope: xD)
iWisd0m 6 Mar, 2023 @ 11:55am 
where i can find the trader in arx?
w3ltraumaffe 18 Feb, 2022 @ 2:10am 
Awesome Mod;)
FednKat 10 Sep, 2021 @ 5:44am 
thank you!
Roach  [author] 7 Sep, 2021 @ 10:11am 
If I remember correctly somewhere down in a tavern, in a dreamers den or the likes. It's been a while.
FednKat 4 Sep, 2021 @ 10:51pm 
where is driftwood is the seller?
Roach  [author] 10 Feb, 2020 @ 10:01am 
It's been a while but should be in the Script itself. There should be a description.
JSDF 9 Feb, 2020 @ 11:24pm 
where is the "how to add companions"?i can not find it
Roach  [author] 13 Nov, 2019 @ 5:19am 
Hmmmm. I don't think I can get a list of abilities to be honest as they are default characters. Last time I checked the system was different and even longer ago when I actually worked on the game they used to have various of scripts for each ability but they don'have that anymore.
Vex 11 Nov, 2019 @ 6:48am 
I'm sorry if this sounds like trouble, but could you maybe make a list of the abilities the pets have? Like on a discussion page.
Something like: White Wolf: Leap, Cleave, Howl, Ram.
Not saying adds these to it, just wanting to know what abilities it'll end up having.
Roach  [author] 11 Nov, 2019 @ 1:28am 
@Zed Dor-Cede, thanks for the heads up. Do you have any other mods running at the moment?

@Vex I did not alter the creature bases. So no new skills were added. I think in the Demon case they don't have the AI to support their skills as by default they are controlled by the player.
Passenger 57 8 Nov, 2019 @ 10:59pm 
Same thing happened with a different pet (tiger). Entered the court in Fort Joy where the trial is taking place and the magisters became immediately hostile (should be a dialogue). Since then all other NPCs are hostile, so game broken again.
This needs looking into and fixing.
Vex 4 Nov, 2019 @ 11:29pm 
Do the pets get abilities? My Acid Demon doesn't use Poison Dart or Acid Spores like the Acid Incarnate does.
Passenger 57 2 Nov, 2019 @ 5:22am 
Got a source hound pet and now my game is broken. ALL NPCs except the pet trader are hostile and it immediately goes into fight mode if I'm anywhere near anyone, even after I managed to sneak to the trader and get a refund on the pet.
Roach  [author] 12 Oct, 2019 @ 4:25am 
@Oof There is no way to equipped companions, originally it was created for pets only and the humanoids were added later. To create such a system would take a lot more time and effort which I currently just haven't got time for.

@Engarde, to be honest I don't know if changing the order would change much. You can put it first and last and see what happens but if something fundamentally changes the default behaviour script of humanoids then that wouldn't change much.
space is cool 5 Oct, 2019 @ 4:13pm 
if you have leaderlib make sure it is first in load order
Mr. X 5 Oct, 2019 @ 4:10pm 
Any recommendation on where this should go on the mod order? I've got the companion skillbook which I think is related to this mod, but none of the vendors are showing up. I have Divine War and all the Odinblade mods active, along with upgraded enemies.
space is cool 3 Oct, 2019 @ 11:08am 
is there no way to equip my companions with other stuff?
Roach  [author] 3 Oct, 2019 @ 12:45am 
It would be a default human behaviour, so wouldn't affect any animals or creatures. Regardless I'll have a look. That behaviour should be disabled so it might be that a mod enables it again or it has to do with Definitive Edition.

Thanks for the heads-up.
Tunch Khan 2 Oct, 2019 @ 4:33pm 
I do have plenty of mods. Yes when I try to open the chest, the companion dialog immediately opens and they refuse it each time. I tried plague doctor and the elf slave. Both reacted the same way.
Roach  [author] 2 Oct, 2019 @ 10:08am 
Hhmmm that should not happen. Does it open the default dialog? Also do you have any mods installed?
Tunch Khan 1 Oct, 2019 @ 6:38pm 
Hired companions, even the slave prevents me from interacting with the sleeping wanderer's treasure chest. They claim "I'm not allowed to steal" etc. Why would my slave have a moral quarrel?
space is cool 1 Oct, 2019 @ 8:55am 
I do It's a great mod.
Roach  [author] 1 Oct, 2019 @ 8:52am 
Good to hear, hope you like it :)
space is cool 1 Oct, 2019 @ 8:17am 
It was a mod order issue that broke many mods. It's good now.
Roach  [author] 1 Oct, 2019 @ 6:29am 
Have you talked to anyone? That should activate the mod.
space is cool 29 Sep, 2019 @ 10:36am 
Was mia placed somewhere else in fort joy? She isn't in the spot in the screenshot with the mod activated
space is cool 29 Sep, 2019 @ 9:48am 
uhh so I have the mod activated on a new game and the trader isn't here in fort joy, just someone heree named marlyn selling transformation skills
Shiroho 20 Sep, 2019 @ 3:10am 
Well that's a really cool mod, congratulation for the idea and the work. Will test that for my next new game
Roach  [author] 7 Sep, 2019 @ 7:50am 
Weird that it didn't show up but glad it was fixed :)
Lady Maria 6 Sep, 2019 @ 6:49pm 
thanks for creating this awesome mod!
Lady Maria 6 Sep, 2019 @ 6:48pm 
Issue Fixed!
I've manually moved the pak file from SteamLibrary\steamapps\workshop\content\435150 to Documents\Larian Studios\Divinity Original Sin 2 Definitive Edition\Mods
Lady Maria 6 Sep, 2019 @ 6:42pm 
mod does not show up @ V3.6.48.3268 note: I've installed 72 mods(all working)
Roach  [author] 5 Sep, 2019 @ 8:06am 
@SerParker He is near Victor Voss.
Dion 5 Sep, 2019 @ 4:53am 
nice=)
SerParker 5 Sep, 2019 @ 4:53am 
Can't find the trader in Arx, whereabouts is she/he?
Roach  [author] 4 Sep, 2019 @ 6:53am 
If you like it, giving a rating would be appreciated :)
w3ltraumaffe 4 Sep, 2019 @ 1:58am 
Awesome, thx dude :D
Nomi 28 Aug, 2019 @ 6:10am 
i see, thanks for the reply, pretty awesome mod :)
Roach  [author] 28 Aug, 2019 @ 4:02am 
@HAL9000 That would be cool but also animations and such and while I can script I sure can't animate. Also I don't know if the engine can support it. Some voidwoken will grab the player/characters and fly off/bury and that is very hacky code last time I worked on it.

@Nomi that would mean that mod doesn't check the character alignment but instead probably just adds health directly to the prefabs. Can't do much about that other then manually setting the health for all the companions and such but that might interfere with the leveling system, as companions auto level.
Nomi 28 Aug, 2019 @ 2:02am 
one thing is that the companion have enemy status
for example, i am using a 400% more Hp mod for enemy, it seems that my companion also have 400% more hp.
TyrantLyzardKyng 28 Aug, 2019 @ 1:17am 
If somebody could do mounts for the game it would be the literal perfect game IMO.
Roach  [author] 27 Aug, 2019 @ 11:09pm 
Good, glad it works :)
TyrantLyzardKyng 27 Aug, 2019 @ 7:32pm 
You are a legend, good sir!
Ninnetyer 27 Aug, 2019 @ 2:25pm 
So far, working fine, been using 4 low tier demons they are working fine.